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1
- Introduction
2
- Using Reference
3
- Beginning Modeling in Maya
4
- Three ways to approach Two-Sided Materials, etc.
5
- Interpreting Reference
6
- Modeling Practices
7
- Starting the High Poly and scene cleanup
8
- Sculpting ZBrush Quick Tips
9
- The importance of test bakes
10
- Which brushes to use while sculpting
11
- Breaking up the silhouette
12
- Decimation Master in ZBrush
13
- Starting the low-poly mesh
14
- Performance and baking considerations
15
- Posing your model & baking
16
- Once baked, now texture
17
- Substance Painter first pass
18
- Unreal Shader subsurface setup
19
- Substance Painter base color detail painting
20
- Quality Checking
21
- Painting technique keep it simple
22
- Revisions & Polish
23
- Bend modifier detail shapes
24
- Clothsim deformations
25
- Unreal foliage tool
26
- Blueprint Construction Script
27
- BP: Your first variable Static Mesh Actor Array
28
- BP: Adding plants GET
29
- BP: Set as Random Number
30
- BP: Random from Stream
31
- BP: Set Stream on compile
32
- BP: Random Transforms
33
- BP: Scale Random
34
- BP: Wobble Random Rotation
35
- Testing your Blueprint
36
- Tuning Blueprint values
37
- Randomize the whole shelf
38
- BP: Scripting an array for placement
39
- BP: Adding array variables
40
- Math
41
- BP: For Each Loop
42
- BP: Testing Z-Offset
43
- Debugging BP
44
- Making a variation using the BP
45
- Best practices
46
- MATERIALS! & Material Instancing
47
- Masking/Packed channels & Subsurface mask
48
- Shading Model: Two-sided Foliage
49
- Adding Wind vertex color
50
- Crashing unreal :
51
- Adding Wind vertex color
52
- Panning Perlin Noise
53
- Absolute World Position
54
- Adding a Panner
55
- Fixing a seam in Photoshop
56
- Texture Compression Settings
57
- World Position Offset Finalizing wind
58
- Transfer Attributes in Maya
59
- Exporting with Vertex Color Turn on import in Unreal
60
- Green Channel 2nd UV set
61
- Editing UVs for Green Channel Vertex Color
62
- Blending Color Sets for Vertex Color
63
- Iteration Speed
64
- Fine tuning wind
65
- BLENDER. Making a more complicated plant Bush
66
- Decimating quickly ZRemesher as a shortcut
67
- Placing Leaves in Blender
68
- Cloth simulation physics
69
- Thats basically all there is to it
70
- Using Custom Vertex Normals IMPORTANT!
Description:
Dive into a comprehensive 2-hour masterclass on creating realistic grass and vegetation for video games. Learn essential techniques for modeling, sculpting, texturing, and animating foliage using industry-standard software like ZBrush, Maya, Blender, Substance Painter, and Unreal Engine. Explore workflows for two-sided materials, procedural generation, and performance optimization. Master Blueprint scripting for randomized plant placement, implement dynamic wind effects, and discover time-saving tricks for creating variations. Gain insights into best practices for UV mapping, vertex coloring, and custom vertex normals. Perfect for both beginners and experienced artists looking to enhance their game environment creation skills.

The Ultimate Guide for Creating Grass and Vegetation for Video Games

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